Ruben Calderon
About
- 4 years' experience
- Joined September 2025
Skills· 11
Languages
- EnglishFluent
- Spanish; CastilianFluent
Industry experience
- Gaming
- Software & Internet
- Media & Entertainment
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Work experience· 5 roles
Designed and built a full VR bartending training simulation in Unity 6, incorporating complex liquid-pouring physics, multi-source particle collision handling, procedural drink-mixing, and real-time state management across bottles, shakers, cups, and customer AI. Engineered XR Interaction Toolkit systems, including custom hand controllers, dynamic object slotting, grab logic, tool-specific interactions, and UI/UX optimized for VR novices and operators. Implemented a multi-layer liquid simulation pipeline with Shader Graph, screen-space materials, overflow logic, dynamic coloring/mixing, and accurate visual feedback tied to the underlying drink-quality logic. Built a real-time quality evaluation and tipping system integrating performance metrics (accuracy, timing, service quality) with gameplay feedback loops. Created real-time scriptable-object editing and serialization so businesses can input custom recipes for their training programs.
Developed a node-based procedural dungeon generator in Unity featuring a custom GraphView editor with real-time visual feedback, enabling designers to define dungeon structure through an intuitive node graph. Implemented physics-based organic generation using a force-directed layout with configurable parameters. Built a modular Room Authoring Tool automating prefab creation, tilemap optimization, exit detection, and metadata computation, reducing room creation time and enabling rapid iteration for level designers. Designed modular tilemap architecture with automatic grid alignment, tilemap merging, and EditorPrefs persistence for tool settings.
Led development of two new slot game titles in Unity/C#, engineering reusable gameplay modules (wheel-spin physics, anticipation cues, progressive-award logic) that were leveraged by at least two other titles, reducing game-dev time by 5%. Facilitated cross-disciplinary agile pods (Math, Art, Audio) as feature lead; drove backlog grooming and sprint planning, lifting on-time delivery from 70% to 93% within one quarter. Authored and presented Code Architecture Documents clarifying project scope and technical requirements.
Education· 6
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